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The Guiding Gust<br />Wondrous item, rare<br /><br />This item comes with 5 charges. This item regains 1d4+1 charges at dawn.<br /><br />You may use any of the following abilities using an action and expending a charge. The spell save DC for these abilities is 16. Whenever an effect mentions a creature you can see, you can instead affect all creatures in the area without needing sight on them.<br /><br />You sweep your fan in front of you in a 60-foot cone and cause a rush of wind. Any creature you choose that you can see in the cone must make a Dexterity saving throw. On a failed save, the creature takes 4d8 force damage and is pushed back 20 feet. On a successful save, they only take half as much damage. Additionally, any creature you choose that you can see in that cone, and yourself, gains an additional 15 feet for move speed for 3 rounds.<br /><br />You twirl your fans around and cause a tornado around you in a 25-foot radius, 40-foot-tall cylinder. Any creature you pick in the sphere must make a Dexterity saving throw. On a failed save, they are pushed up in the air and twirled around to the opposite side of your center while maintaining the same distance away from you in the nearest unoccupied space. The force of the wind and the fall causes the creature to take 4d8 force damage. On a successful save, they are not thrown about and only take half the damage from the rough winds. Additionally, any creature you choose in that area, including yourself, gains a fly speed equal to their movement speed for 3 rounds.<br /><br />You swipe your fan down at a point within 60 feet, creating a massive down pressure of wind in a 40-foot cube. Any creature you choose that you can see in that cube must make a Dexterity saving throw. On a failed save, the pressure of the wind does 3d8 force damage and causes them to be knocked prone. On a success, they take half the damage and are not knocked prone. Additionally, any creature you choose, including yourself, gains 15 temporary hit points.<br /><br />Continued in next comment (1/2)

The Guiding Gust
Wondrous item, rare

This item comes with 5 charges. This item regains 1d4+1 charges at dawn.

You may use any of the following abilities using an action and expending a charge. The spell save DC for these abilities is 16. Whenever an effect mentions a creature you can see, you can instead affect all creatures in the area without needing sight on them.

You sweep your fan in front of you in a 60-foot cone and cause a rush of wind. Any creature you choose that you can see in the cone must make a Dexterity saving throw. On a failed save, the creature takes 4d8 force damage and is pushed back 20 feet. On a successful save, they only take half as much damage. Additionally, any creature you choose that you can see in that cone, and yourself, gains an additional 15 feet for move speed for 3 rounds.

You twirl your fans around and cause a tornado around you in a 25-foot radius, 40-foot-tall cylinder. Any creature you pick in the sphere must make a Dexterity saving throw. On a failed save, they are pushed up in the air and twirled around to the opposite side of your center while maintaining the same distance away from you in the nearest unoccupied space. The force of the wind and the fall causes the creature to take 4d8 force damage. On a successful save, they are not thrown about and only take half the damage from the rough winds. Additionally, any creature you choose in that area, including yourself, gains a fly speed equal to their movement speed for 3 rounds.

You swipe your fan down at a point within 60 feet, creating a massive down pressure of wind in a 40-foot cube. Any creature you choose that you can see in that cube must make a Dexterity saving throw. On a failed save, the pressure of the wind does 3d8 force damage and causes them to be knocked prone. On a success, they take half the damage and are not knocked prone. Additionally, any creature you choose, including yourself, gains 15 temporary hit points.

Continued in next comment (1/2)

4/30/2024, 1:44:07 AM